Skip to content

Divine Soul

Sometimes the line between sorcerer and cleric is a thin one. Divine Soul sorcerers were touched at birth—or perhaps long before—by the hand of a god, a celestial, or some cosmic force of divinity. Their magic does not feel like something they learned or inherited; it feels like grace, like a gift they may not fully deserve. They can draw from both the arcane and the divine, healing wounds with one hand while hurling lightning with the other.

These sorcerers often feel a sense of purpose or calling, though that calling may align with any divine power—holy or otherwise. A Divine Soul touched by a god of death carries divine power just as surely as one blessed by a deity of healing; the magic is the same, only the direction changes. Many Divine Souls struggle to understand why they were chosen, and that search for meaning shapes their entire adventuring life.

Divine Soul Table:

Level Subclass Features Gained
1st Divine Magic, Favored by the Gods
6th Empowered Healing
14th Otherworldly Wings
18th Unearthly Recovery

Subclass Features

Divine Magic

1st-level Divine Soul feature

Starting at 1st level, your link to the divine allows you to learn spells from the cleric spell list. A spell you choose from the cleric spell list is a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: Good, Evil, Law, Chaos, or Neutrality. Based on your affinity, you learn an additional spell when you reach 1st level:

Affinity Spell
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutrality protection from evil and good

This spell doesn't count against your number of spells known and can't be swapped out. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Favored by the Gods

1st-level Divine Soul feature

Also at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll \(2d4\) and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing

6th-level Divine Soul feature

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to restore hit points with a spell, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherworldly Wings

14th-level Divine Soul feature

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for Divine Magic determines the appearance of the wings:

  • Good: Feathered wings of brilliant white or gold.
  • Evil: Leathery, bat-like wings of shadowy black.
  • Law: Geometric, crystalline wings that hum faintly.
  • Chaos: Iridescent wings that shift color and shape constantly.
  • Neutrality: Translucent wings that shimmer like heat haze.

Unearthly Recovery

18th-level Divine Soul feature

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer hit points than half your hit point maximum, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can't use it again until you finish a long rest.